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June 30th, 2004, 10:32 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
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Re: SE V Captain/Admiral Components
This is a expandable way to enhance the experience factor out of SE4 - should there also be a sub type applicable to specialised components or ship types and troops (WP department, Troops, fighter wings, satelite layers, warp point assult weapon commanders, mine layers, remote mining supervisors who increase say by 1-5% the amount of resources recovered, stellar manip supervisors)
Just a few more aspects to consider but yes the facility and training facility aspect of generation is good - how about racial types (psychic generating x amount per 10-20 planets colonized to - consider it naturally gifted tacticans who can be assigned to ships and fleets etc)
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June 30th, 2004, 11:41 AM
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Corporal
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Join Date: Jun 2004
Location: Singapore
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Re: SE V Captain/Admiral Components
Quote:
Originally posted by Atrocities:
Military Academy
To assign a Captain to a ship or base you simply open the COMMANDER MENU or TAB find the Captain you want, click on him, and from here you can manually assign, promote, demote, rename, kill, retire, or even court marshal him.
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Urgh. you made me shudder to think about killing captains offhand like this. What would you want to do that for? Other than RPing a MEE... still, a scary thought.
But the overall idea is very good. I wish it could be implemented into SEIV somehow, perhaps just a standard bonus without the EP generation, tracking, and scaling. It'd just be an extra component, yeah, but better than nothing
Is there a way to mod global values? Like tracking how many captains, admirals, etc you have? It could then be restricted, based on time period (is this possible as well), to simulate the training time, etc.
Hope there is
Abd.
__________________
One turn at a time
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June 30th, 2004, 12:14 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: SE V Captain/Admiral Components
Nice idea.
Quote:
The Captains and Admirals will have a built in attrition or retirement rate. Say a maximum of 100 turns.
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This retirement age should be adjustable both pre-game and by tech research, so researching medical technology should extend the retirement age slightly- after all, better medical tech allows people to live- and work- longer.
This would make medical technology marginally more useful than it is.
Of course all this should be mod-on and mod-out able.
Personally I'd love to see ship crews counted . Every component would add a certain crew requirement, and the ship's crew quarters requirement would be adjusted as appropriate. Planetary populations would have to be counted individually (ie, population 10,987,345) and crewing a ship would reduce that number.
"Supremacy" on my Amiga used to work a bit like that. That was a fine game, in its time.
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July 1st, 2004, 01:54 AM
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Lieutenant Colonel
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Join Date: Dec 2000
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Re: SE V Captain/Admiral Components
I would much prefer a less controllable system, perhaps one wherein that a ship that is already "elite" can occasionally spit out/create a "legendary captain" unit that you can move around at will and can be lost, etc...sort of like Star Fleet Battles had.
I just feel that if captains become producable then I'll just have them on every ship as a matter of course - and then they aren't anything "special." I just think there is a better feeling of "space opera" when they become a much rarer commodity...
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June 30th, 2004, 06:37 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: SE V Captain/Admiral Components
4 months to make a captain? Seems kinda quick to turn out a 'Ship Captain'. I would think that maybe a little more time invenstment might be required...but they do come out of the Academy with no EXP. Are you forseeing that each ship would have a said captain or such? Would it be requirement for the ship? Or are these 'special' captains?
Kana
Liking the idea of course...
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June 30th, 2004, 06:46 PM
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Shrapnel Fanatic
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Re: SE V Captain/Admiral Components
Thank guys.
This was just a suggestion for SE V, and the values were for example purposes.
I like the idea of tieing medical tech to increase the life of the captains/admirals.
And yes this whole system should be modable. 
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 30th, 2004, 07:05 PM
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Corporal
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Join Date: Jun 2003
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Re: SE V Captain/Admiral Components
I'm all for this, but it seems a bit complicated (which can sometimes be an AI killer)
So how about it get's simplified a bit...
A cargo component (or some duch derivation) that allows for a "Captain's Chair". The only thing that can go into it is a "Captain/Admiral/President/Diplomat/Whatever".
Allow the cargo inside to have effects (not currently allowed in SEIV... but seems might be possible) when loaded into the cargo unit.
Basically, have a facility that can build the Special units (ie the Captains) at whatever rate you want to mod in.
If the Captain's Chair component get's destroyed in battle, well, anything inside would be dead too. By making it a cargo component, you would be able to transport/trade your captains between ships and other Empires.
To do this, it would require some code changes to allow cargo units to produce effects (such as sats that can produce intel/research, but they can only do it outside of a cargo bay).
You can mod in different limits on the number of Captain's by changing the production costs/time/ maintenance.
Allow for the units inside the cargo holds to gain experience (or not, simple flag) if they are in a battle within the cargo hold. Have the experience be another moddable flag that can be applied to Ship/Fleet/System/Global.
Have a line that defines how experience from combat is accrued to the Captain Unit- have it only work when the Captain is in the Captain's Chair (so you don't get the bonus with a bunch of Captain's in a cargo hold).
By allowing a "Captain's Chair" component, this will allow the modders to mod Admiral Chairs/President Chairs/Etc that can only allow predefined characters. It gives you options.
i like the promotion idea, but it might be too difficult to work within SEIV/V structure. The AI isn't the best, and if it can't use it, then it will probably be dropped. Not sure if "life time" can really be implemented either- better to try and think within the lines of SEIV and how things are set up- more likely to be included that way.
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